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Jason Kharo

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PostPosted: Sun Aug 31, 2008 2:00 pm


Lots and lots of burst cannons on battle suits against imps or nids.
So fun.
PostPosted: Sun Aug 31, 2008 2:20 pm


definitly, lots of dice lol

RevlinHeartsblood


Jason Kharo

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PostPosted: Sun Aug 31, 2008 2:56 pm


Mob of 30 orks Vs 3 Battle suits with 2 Burst cannons each, multi trackers and that thing that lets them hit on 2's.
3 battle suits, 89% then hit, so thats roughly about 22 that hit, 2's to wound, so thats about 19-20 wounded.
About 20 orks dead from them hits.
Multi trackers!
4 more, yea, etc.
So thats 3 battle suits killing over 20 boyz in one turn of shooting, that making them have to take moral tests, right?
Or imagine Imps, or Nids.
PostPosted: Sun Aug 31, 2008 3:00 pm


I'm not 100% sure, but I know there's some special items orks can take with them. There's also a special mob rule. I think Shinobi is the Ork authority on this guild, pretty much, so ask him.

Just watch out for Zap Guns and Storm Boys that will try and tie you up in CQB. Taking out a bunch of regular boys isn't something to get too cocky about, because there's probably a hundred or so behind that group ready to charge you.

Elegant Egotism


Jason Kharo

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PostPosted: Sun Aug 31, 2008 4:09 pm


Yea, the Mob rule is 10 or under, you have to take moral tests every turn or something to stay together, ld7 I think.
Now imagine 3 battle suits vs a Imp platoon or what ever it is.
PostPosted: Mon Sep 01, 2008 12:24 am


Jason Da Psycho
Yea, the Mob rule is 10 or under, you have to take moral tests every turn or something to stay together, ld7 I think.
Now imagine 3 battle suits vs a Imp platoon or what ever it is.
Mob rule is for squads of 8+ orks, the number of orks becoming their leadership value. 11+ means they are fearless. The idea of gunning down a mob of 30 T4 models with three twin-linked burst cannons is a fancy dream. Adding a multi-tracker will not somehow magically make each burst cannon a separate weapon.

Hoxtalicious

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Oryn

PostPosted: Mon Sep 01, 2008 3:25 am


Jason Da Psycho
Mob of 30 orks Vs 3 Battle suits with 2 Burst cannons each, multi trackers and that thing that lets them hit on 2's.
3 battle suits, 89% then hit, so thats roughly about 22 that hit, 2's to wound, so thats about 19-20 wounded.
About 20 orks dead from them hits.
Multi trackers!
4 more, yea, etc.
So thats 3 battle suits killing over 20 boyz in one turn of shooting, that making them have to take moral tests, right?
Or imagine Imps, or Nids.


Brooky beat me too it, but yeah, the situation described is impossible.

Matter of fact, just about everything listed is wrong, wrong wrong.
1)If you have two of a weapon, it's twin-linked. You can't have two separate versions of the same weapon mounted on a suit.
2) Three suits with twin-BC's each only generate 9 shots. Even if you could give two Burst Cannon to each suit, you still only have 18 shots, not 20+.
3)There's nothing that you can put on a standard suit to make it hit on a 2+. Targeting Arrays only get them to 3+, you'd need multiple Markerlight hits from a separate unit to get them to 2+.
4)If you have two guns and BS5, your accuracy is 84%. 89% accuracy comes from having BS4 and Twin-linking.
5)You wound Orks on 3's with pulse fire, not 2's.
6) Mob Rule helps as long as there are 8+ Orks, so even if you ignored everything else that was wrong and killed 2/3's of a 30 man mob, they'd still be taking thier morale check on Ld 10.
PostPosted: Mon Sep 01, 2008 11:46 am


Jason Da Psycho
Yea, the Mob rule is 10 or under, you have to take moral tests every turn or something to stay together, ld7 I think.
Now imagine 3 battle suits vs a Imp platoon or what ever it is.


A -real- Guard Platoon should have 30+ models. The weapons contained within those squads should be more than enough to trash any battlesuits.

Caleidah

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Oryn

PostPosted: Mon Sep 01, 2008 1:19 pm


Caleidah
Jason Da Psycho
Yea, the Mob rule is 10 or under, you have to take moral tests every turn or something to stay together, ld7 I think.
Now imagine 3 battle suits vs a Imp platoon or what ever it is.


A -real- Guard Platoon should have 30+ models. The weapons contained within those squads should be more than enough to trash any battlesuits.


Eh, debatable with Jump-Shoot-Jump. You've overlooked the real advantage a platoon would have over the Crisis unit as Jason imagines it. A Guard platoon isn't made up of one huge mob like Orks, it's a Command Squad plus up to five 10 man squads. Meaning no matter how much fire your imaginary overkill unit puts out, you're only going to wipe, at max, 10 guys, and the other 45 are going to still be around to take potshots at you.
PostPosted: Mon Sep 01, 2008 3:29 pm


Right, I think I got the thingies slightly really wrong.
Either way, it'd do quite a bit of damage to Orks.
I dont know s**t about Tau or Orks really, only the basic stuff.

Jason Kharo

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Kaserkin

PostPosted: Tue Sep 16, 2008 3:59 pm


Oryn
Caleidah
Jason Da Psycho
Yea, the Mob rule is 10 or under, you have to take moral tests every turn or something to stay together, ld7 I think.
Now imagine 3 battle suits vs a Imp platoon or what ever it is.


A -real- Guard Platoon should have 30+ models. The weapons contained within those squads should be more than enough to trash any battlesuits.


Eh, debatable with Jump-Shoot-Jump. You've overlooked the real advantage a platoon would have over the Crisis unit as Jason imagines it. A Guard platoon isn't made up of one huge mob like Orks, it's a Command Squad plus up to five 10 man squads. Meaning no matter how much fire your imaginary overkill unit puts out, you're only going to wipe, at max, 10 guys, and the other 45 are going to still be around to take potshots at you.


Depends on how you play with guard units really. if your smart you won't leave them out in the open where fire warriors, kroot or w/e can blow their heads off. knowing the usefulness of frag/krak missle launchers can put a major advanage over a criss battle suit team and their escort troops. if your a smart Imp gaurd player you don't have to waste troops like nid players do. I find that sitting back and planing out an assult goes along way to doing things on the fly and wasting manpower/points in the game.

in addition a 25 man platoon can more or less deal with crisses teams at will... unless they have some serious **** at their call. cool

thats my take on it from someone who plays with both armies.

if you really want to down a Imp gaurd platoon use mechinzed Tau fire warriors have the dellfish sit infront of them and take turns firing at each other. because the dellfish is a hovering unit it does not obstruct the fire warriors, but the imp squad will have to fire at the dellfish. if they say screw it and move torward them pull back and dismount next turn and start again. Now if they have a missle launcher, or even a auto cannon well don't try this tactic for long. wahmbulance
PostPosted: Tue Sep 16, 2008 4:25 pm


long range and tau go together like... like... like... cheese_whine lol but fighting nids in any battle ground it's important to control the points of entry. I have yet to fight with my tau against a nid army but my imperial gaurd did...lol

so i set up my five platoons of infantry (thats right 5) in a city fight map. i don't have any tanks cause my infantry are light (but still have missle launchers neutral ) so i set them up in a quarter circle in a cornor of the map. the battle type was basicly 10 turns to beat your enemy down and have the most points left rolleyes . so i think great he comes i shoot and it's like gettysburg. well i had only 1 squad per road. ok... anybody see the problem here? well my oppent realised the weak spot before i did and mob attacked the roads before i could get my reserve platoon and my Elite infantry (storm troopers, w/e the cadian version are called kaserkin or something, but i degress) next thing i know i have gaunts outside and in of my defensive line. lol boy... lets just say big heavy support guy's for the nid's kicked some arse and my platoons got owned by way to many gaunts. stupid customized Nid's with extended carapace armor stressed .

I have learned from my mistake and plan to play them again with my tau and put way more troops on the road where they will really own cause of a 30' inch range... but thats my fix to the city fight feasco of the imp gaurd.

your thoughts on this and how to fix it?

Kaserkin


Aku Kami Kurayami

Dangerous Genius

PostPosted: Tue Sep 16, 2008 9:20 pm



Wanna throw out a quick question about the Special Issue weapons. After looking over them again, I can see how the Airbursting Fragmentation Projector is actually much more useful than I used to think, but then the Cyclic Ion Blaster seems sorta week, though it has 5 shots and it can Rend. Just wanted to know what some of you thought about them in overall usefulness.
 
PostPosted: Wed Sep 17, 2008 2:32 pm


Aku Kami Kurayami

Wanna throw out a quick question about the Special Issue weapons. After looking over them again, I can see how the Airbursting Fragmentation Projector is actually much more useful than I used to think, but then the Cyclic Ion Blaster seems sorta week, though it has 5 shots and it can Rend. Just wanted to know what some of you thought about them in overall usefulness.


well with rending it makes taking down the heavier armored enemies easier and less of a problem for you when they crash into your line and beat the snot out of your fire warriors mrgreen

Kaserkin


RevlinHeartsblood

PostPosted: Wed Sep 17, 2008 8:37 pm


im definitly a fan of the fragmenting rifle, because i can sit behind a wall and take pot shots at anyone in a 18" range
i know i know, 18" isnt much, but for a weapon that i can move and shoot in the same turn at full distance its good.
hide behind one wall and take potshots, they get to close? you move 12".... im sure another wall can be found, continue the shooting.

now, im just a big fan of lots of dice (id rather have one weak weapon hit, out of 5, than, 1 powerful weapon missing) thus, i love burst cannons. but could someone refresh my memory on rending? is it auto kill on 6's? (id check my codex but im not at home)
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